Revenant Impressions and Review

Revenant Impressions and Review

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Posted by: Tankanko.5980

Tankanko.5980

Hello everyone! After conducting extensive testing on the Revenant with a friend, we have come up with a few opinions on the weapon skills, heroes and hero skills. This post was written by my friend and I’m posting it on my friends behalf!

Weapons
Sword:

  • Auto attack chain is quick and deals quite good damage.

[Precision Strike]

  • The range on this skill can be helpful, but the Chill is too short, making me wonder why it’s even there in the first place.

[Unrelenting Assault]

  • The Might on each hit is nice, but the skill requires a target, and ends if a target is lost. It does not track people in stealth like other channeled skills and is also very easily interrupted. As the main damage skill on the Sword, I feel that if this were to become an evade (such as [Pistol Whip] or [Blurred Frenzy]) it would be more competitive. This skill also has an issue when casted outside of range. It stops the skill and puts it on an immediate cooldown.

[Duelists’ Preparation]

  • A pretty good block. 2 seconds is a reasonable block duration for the low cool down, and [Shackling Wave] gives the weapon some useful CC to help pin down opponents, as unless you’re currently invoking Shiro, you have no gap-closers to speak of on this weapon set. I’d suggest allowing the block to be cancelled prematurely, such as with an Engineer’s Shield skills and both Warrior’s and Mesmer’s Riposte skills, allowing you to cast [Shackling Wave] on demand. The range of [Shackling Wave] could also be increased to 450 in order to remain consistent with other sword skills.

[Grasping Shadow]

  • While this skill is certainly unique, and I’m glad an interrupt is made available to sword, I can’t help but feel that this skill is lacking. Having to be in melee range before rolling backwards, then pulling the opponent, seems sort of redundant in my eyes. I would’ve much preferred a simple 600-range pull with a sort of Rift-like effect.

Mace:

  • Auto attack chain is also quick and quite balanced as a melee-based condition weapon.

[Searing Fissure]

  • As we all know quite well, Burn is quite a strong condition at the moment, so giving it to Revenant certainly augments its condition applying ability. But as a pulsing Fire field with the same duration as its cooldown, I feel it is a bit strong. I would consider perhaps increasing the cooldown to 5 seconds.

[Echoing Eruption]

  • Not only do we get a spammable Fire field on this weapon, we also get a Blast finisher. Or, rather, a three-for-the-price-of-one Blast finisher. It’s possible to stack 9 stacks of Might by using [Echoing Eruption] inside [Searing Fissure] once. This is strong, but at the same time, it’s also quite temperamental and tricky to pull off. The skill also applies three stacks of Torment, which allows the user to maintain 4-8 stacks of Torment with this skill and the auto attacks alone. This is before Torment Sigil, Runes of Tormenting, off-hand Axe, Corruption traits or any Mallyx utility. A very potent condition weapon.

(edited by Tankanko.5980)

Revenant Impressions and Review

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Axe:
[Frigid Blitz]

  • This skill is quite frankly a godsend. It compliments both Mace and main-hand Sword very nicely. That is to say, a gap-closer was sorely needed for these weapons in order to combat ranged and mobile classes. The damage is really nice for a power build and the Chill also offers some utility as well as a potential cover condition, although the duration is also quite short. That said, I would like to see the Chill duration buffed from 2 to 4 seconds.

[Temporal Rift]

  • Another useful skill. As with [Frigid Blitz], the range on this skill is much needed for our current selection of main-hand weapons. Torment is appreciated by condition builds, though the outright damage is somewhat modest.

Hammer:

  • It’s nice that the auto attack for Hammer pierces, but it really suffers against mobile classes and melee that flank you, as it requires you to pretty much face the target straight on. Other than that, the damage is okay.

[Coalescence of Ruin]

  • Is a very nice damage skill with an extremely short cooldown.

[Phase Smash]

  • I have very mixed feelings about this skill. The damage it deals is fantastic, but it is very telegraphed and hard to land at range. Being a Blast finisher is also a bit redundant as you need to be standing inside the field when the Blast occurs to receive the benefit. I feel this skill would be more suited to be a Leap finisher, as it is even indicated as such in the tooltip. The animation lock is also quite clunky and leaves you vulnerable to CC and burst. I would like to see the channel time decreased slightly.

[Field of the Mists]

  • This is a neat little skill. It provides you with theoretically a 50% uptime front_on projectile block. Being a Dark field means guaranteed Life Steals every time you auto attack while it is up. Unfortunately you also cannot blast it with [Phase Smash] due to the movement of the field whilst using the skill.

[Drop the Hammer]

  • Questionable name aside, this skill has potential. Unfortunately, that potential is lost due to the fact that you are required to channel it for almost two seconds before it lands, locking you out of other skills and simply asking to be interrupted. As a very telegraphed skill, I think this is a huge let down. If you were able to place it on a delayed cast, such as with the Elementalist’s [Dragon’s Tooth], I think it would be a much better skill.

Staff:

  • Auto attack chain is quite good damage and the Whirl finisher at the end is a nice touch.

[Punishing Sweep]

  • The base damage on this skill could be buffed slightly, but the follow up skill [Debilitating Slam] is in a good spot. The damage is good and the Weakness is very useful for mitigating damage.

[Warding Rift]

  • This is a fantastic skill. The block is excellent and the Blind that it puts out is a bonus. My second favourite Revenant weapon skill.

[Renewing Wave]

  • I’m reminded of Guardian’s “[Empower]” when I see this, and it’s ironic that it’s in the same place on the same weapon. I see a lot of potential in this skill. Though, I feel that it could be stronger than it is now. I feel that it should scale 1:1 with Healing Power, as opposed to the current 1:(0.65). I feel that it could also be a Blast finisher, as it roots you and would be the only finisher available to Staff other than the brief Whirl on the auto attack.

[Surge of the Mists]

  • This skill is fantastic. It gives the Revenant some mobility, it has excellent damage and is a form of CC. Great for comboing with other skills to compliment your burst. It’s my favourite Revenant weapon skill. The only thing I would suggest to change about this skill is making it path towards your target like the Warrior’s [Rush].

(edited by Tankanko.5980)

Revenant Impressions and Review

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Posted by: Tankanko.5980

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Legends

Jalis:
[Soothing Stone]

  • One of the better healing skills available to us at the moment. Scales 1:1 with Healing Power and has a valuable cleanse. The Retaliation given by this skill ties in nicely with a few traits. However, I feel that the amount of HP healed by this skill could be increased. For a skill on a 30-second cooldown, it heals less than 30% of your HP. I realise that we have a second heal available to us thanks to our class mechanic, but as the heal on the “defensive” Legend, it’s quite weak.

[Inspiring Reinforcement]

  • I love the animation for this skill. The Stability it grants is very convenient, and it’s also a Static field, making it the perfect utility for zerging. Dealing damage and inflicting Weakness is an added bonus.

[Forced Engagement]

  • I’m very disappointed by this skill. The Energy cost is simply way too high to warrant the pathetic 2-second Taunt and Slow duration. Yes, there’s a trait that reduces damage taken by Taunted foes, but the duration increase from the second part of that trait doesn’t apply to players, only NPCs. Do I even need to mention the damage? It’s just as pathetic as the rest of the skill.

[Vengeful Hammers]

  • This skill is out of place. Don’t get me wrong, it’s a nice skill, but it doesn’t really fit in a Legend that’s geared towards defense. This skill also ends if you invoke your other Legend.

[Rite of the Great Dwarf]

  • Where do I begin..? This skill rivals [Forced Engagement] in terms of disappointment. The effect that it gives is okay, but not that much better than Protection and a far cry from a Warrior’s [Defy Pain]. The duration is also really short, shorter than [Defy Pain] (which also has no cast time, negates all direct damage, and is available passively through a trait). The cast time is atrocious, you are hard_pressed to pop this skill without being interrupted somehow. The skill itself is a stun break, but the cast time that it locks you into is longer than most stuns in the game. It can be used in conjunction with [Inspiring Reinforcement], but as this Legend’s elite skill, I can’t help but feel that it is quite underpowered. Its only saving grace is that, unlike [Vengeful Hammers], you can begin to channel it and then invoke your other Legend immediately and still receive the effect.

Overall thoughts

  • For a Legend based on defense, I feel that it’s underpowered and incohesive, considering so many other classes get skills that grant them invulnerability and boons such as Protection.

Mallyx:
[Empowering Misery]

  • This skill has the potential to be very powerful. The initial heal scales 1:1 with Healing Power, but the heal per condition only scales 1:(0.1). Considering there are 12 unique conditions in the game (not counting Fear), this skill can heal for a maximum of 15k, before any investment into Healing Power. It also provides you with 2 seconds of Resistance when traited, which is fantastic, but the Weakness it applies to you can be hindering.

[Pain Absorption]

  • Pulls conditions from allies and gives you all Resistance. On paper it sounds like good support, but the effect it gives is rather paltry.

[Banish Enchantment]

  • Boon stripping is a really nice ability to have, and applying Confusion on top of that is even sweeter.

[Unyielding Anguish]

  • This is one fun skill to use. Really useful for interrupting stomps, reducing melee pressure on yourself or defending a point. However, the direction in which it displaces your enemies is a mystery to you both, meaning that it can be hard to hit certain skills because someone ran into your field and ended up popping up behind you. The Torment that it applies by itself is quite amazing.

[Embrace the Darkness]

  • This is a really cool skill. Copying all of the conditions that you have saved up and applying them to foes is quite helpful. The increase in stats is also very useful.

Overall thoughts

  • Although I said the skills are nice, there is one huge problem with Mallyx. Other than Resistance, you have no way to deal with conditions. You cannot cleanse them, nor convert them, nor transfer them to foes. This doesn’t sit well with me because of the glaring lack of condition cleanses the Revenant has as a class. Most of the condition cleansing comes from Ventari. The rest consists of Staff 4, Jalis heal and 2 traits. Mallyx is a Legend that promotes stacking conditions on oneself. I get it. Resistance is new and shiny, and Mallyx is the stage. But we do not have the capabilities or mechanics that other classes do to deal with conditions. Since it’s a boon, short duration aside, Resistance can also be stripped, stolen or corrupted.

(edited by Tankanko.5980)

Revenant Impressions and Review

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Ventari:
[Project Tranquility]

  • I really love the idea of this skill. Having to control its placement and healing is a fun challenge. And the heals that it can provide are really quite fantastic. It shines even more when traited for. However, unless you’re playing a tankier/bunker spec, trying to manage the tablet while dealing damage is often quite difficult.

[Protective Solace]

  • A projectile block is always appreciated, and the Light field that this skill provides can be used with finishers such as the Hammer and Staff auto attacks to cleanse conditions and provide Retaliation.

[Natural Harmony]

  • This skill is part of what makes Ventari’s healing ability so great. As long as you have the Energy to cast it, and you’re in range of your tablet, this skill provides a good sustained heal.

[Purifying Essence]

  • As one of the Revenant’s few reliable cleanses, this skill is very important. It also heals per condition cleansed as well, though the Energy cost is getting up there. Since it has a cast time, I’d recommend lowering the Energy cost slightly.

[Energy Expulsion]

  • This skill offers important healing and a nice CC, though it would be nice to see these fragments cleanse a condition, as you have to go out of your way to pick them up and the cast time is rather long.

Overall thoughts

  • I think Ventari is the most cohesive Legendary so far. When properly built for, the healing and sustain it provides are very strong. Although you won’t be putting out much damage with it, it really does its job well.

Shiro
[Enchanted Daggers]

  • One word can sum up this healing skill; meagre. The initial heal is virtually non-existent, the cooldown is long for what it is, the siphoned heal is weak, the cooldown between each dagger destroys sustained heal potential and they only last for 15 seconds. I get that this heal is meant to be used offensively, but it just puts the class at a disadvantage compared to other classes that have a choice of healing skills. If we want to heal a significant amount, we are forced to Invoke and use a different heal. Either increase the number of daggers and remove the cooldown between each one, or increase the base heal to something that won’t be negated by a single hit or condition tick.

[Riposting Shadows]

  • Or, as I like to call it, [Roll For Initiative]*. It’s a really great skill and is exactly what an offensive Legend needs.

[Phase Traversal]

  • Essentially a Shadowstep that does damage. The unblockable attacks are much appreciated, but the skill doesn’t receive the same “Cannot find valid path” message as other teleporting skills do, and if you’re out of range, it just propels you forward slightly. Keep in mind that there is a small cast time before it shadowsteps you.

[Impossible Odds]

  • In theory, this skill is great. Pulsing Quickness and super speed at the cost of Energy. But since there is no way to gain Energy, like there is with Arenaline and Initiative, you run out of Energy way too quickly, and in doing so, it locks you out of other important skills. So far, I’ve only used this skill for Quickness stomps.

[Jade Winds]

  • The new and improved [Basilisk Venom]*! Not much to say about this skill other than it’s quite good. Quite telegraphed though.

Overall thoughts

  • Shiro is by far the best offensive Legend we have. The trait line that came with it, Devastation, includes many attacking-oriented traits that the class really needed. Besides being forced into another Legend to heal properly, it’s a solid addition to the class’ kitten nal.

(edited by Tankanko.5980)

Revenant Impressions and Review

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Posted by: Tankanko.5980

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Conclusion

Currently, I believe that weapon skills should not have an Energy cost as well as a cooldown. One or the other. At the moment, playing a Revenant is like playing a Warrior that is limited by a Thief’s Initiative. This is concerning because, unlike both of those classes, Revenant has no way to replenish its Energy.

Having some skills costing 50% of your Energy each is astounding. I’ve run into times when I’ve been playing rather conservatively and still been forced to auto attack because I was locked out of all other skills due to low Energy. And why is it that when Invoking a Legend at full Energy, you are reduced back down to 50%? That’s rather unfair for a mechanic that has an in-combat cooldown of 10 seconds. Imagine if a Necromancer entered Shroud at 50% Life Force by default, regardless of how much Life Force it had built prior?

I know full well that this is still a beta, that is why I’m writing this. I’m well aware that we’re due for an Elite spec, as well as possibly another weapon to go with it. All I can hope for is that my concerns are heard and considered.

I believe this can shape up to be a fun class. The weapon skills are relatively well done at this stage, I’m more concerned about the synergy between Legends and traits.

Revenant Impressions and Review

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Posted by: Kitabake.8291

Kitabake.8291

Weapons are not Legends therefore i think they shouldn’t cost energy. I thought energy was ment to be source of managing Legends :/